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		<title>BRender</title>
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		<h1>BRender</h1>
		<p>Inherites from <a href="BObject.html">BObject</a></p>
		<h2>public</h2>
		<table id="public"><tr><td align="right"></td><td><a href="#BRender(BCamera*)">BRender</a>(BCamera* camera);</td></tr>
			<tr><td align="right"></td><td><a href="#~BRender()">~BRender</a>();</td></tr>
			<tr><td align="right">const BCamera* </td><td><a href="#camera()">camera</a>() const;</td></tr>
			<tr><td align="right">const BNode* </td><td><a href="#node()">node</a>() const;</td></tr>
			<tr><td align="right">const BShape* </td><td><a href="#shape()">shape</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setMatrix(const BMatrix&)">setMatrix</a>(const BMatrix& matrix);</td></tr>
			<tr><td align="right">void </td><td><a href="#setColor(const BColor&)">setColor</a>(const BColor& color);</td></tr>
			<tr><td align="right">void </td><td><a href="#setColor(BByte, BByte, BByte,BByte)">setColor</a>(BByte r, BByte g, BByte b, BByte a = 255);</td></tr>
			<tr><td align="right">void </td><td><a href="#setLighting(bool)">setLighting</a>(bool lighting);</td></tr>
			<tr><td align="right">bool </td><td><a href="#lighting()">lighting</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setDepthTest(bool)">setDepthTest</a>(bool depthTest);</td></tr>
			<tr><td align="right">bool </td><td><a href="#depthTest()">depthTest</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setCullBack(bool)">setCullBack</a>(bool cullBack);</td></tr>
			<tr><td align="right">bool </td><td><a href="#cullBack()">cullBack</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setNormalize(bool)">setNormalize</a>(bool normalize);</td></tr>
			<tr><td align="right">bool </td><td><a href="#normalize()">normalize</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPointSmooth(bool)">setPointSmooth</a>(bool pointSmooth);</td></tr>
			<tr><td align="right">bool </td><td><a href="#pointSmooth()">pointSmooth</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPointSize(int)">setPointSize</a>(int pointSize);</td></tr>
			<tr><td align="right">int </td><td><a href="#pointSize()">pointSize</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLineSmooth(bool)">setLineSmooth</a>(bool lineSmooth);</td></tr>
			<tr><td align="right">bool </td><td><a href="#lineSmooth()">lineSmooth</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setLineWidth(int)">setLineWidth</a>(int lineWidth);</td></tr>
			<tr><td align="right">int </td><td><a href="#lineWidth()">lineWidth</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPolygonMode(PolygonMode)">setPolygonMode</a>(PolygonMode polygonMode);</td></tr>
			<tr><td align="right">PolygonMode </td><td><a href="#polygonMode()">polygonMode</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPolygonSmooth(bool)">setPolygonSmooth</a>(bool polygonSmooth);</td></tr>
			<tr><td align="right">bool </td><td><a href="#polygonSmooth()">polygonSmooth</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setPolygonOffset(char)">setPolygonOffset</a>(char offset);</td></tr>
			<tr><td align="right">char </td><td><a href="#polygonOffset()">polygonOffset</a>() const;</td></tr>
			<tr><td align="right">void </td><td><a href="#setMaterial(const BMaterial*)">setMaterial</a>(const BMaterial* material);</td></tr>
			<tr><td align="right">void </td><td><a href="#setProgram(const BProgram*)">setProgram</a>(const BProgram* program);</td></tr>
			<tr><td align="right">void </td><td><a href="#setTexture(const BTexture*)">setTexture</a>(const BTexture* texture);</td></tr>
			<tr><td align="right">void </td><td><a href="#setTexture(const BTexture*, int)">setTexture</a>(const BTexture* texture, int unit);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPoint(const BVector&)">drawPoint</a>(const BVector& point);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPoint(float, float, float)">drawPoint</a>(float x, float y, float z);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPoints(const BVector*, int)">drawPoints</a>(const BVector* points, int count);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPoints(const BVectorArray&)">drawPoints</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLine(const BLine&)">drawLine</a>(const BLine& line);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLine(const BVector&, const BVector&)">drawLine</a>(const BVector& start, const BVector& end);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLine(float, float, float, float, float, float)">drawLine</a>(float x0, float y0, float z0, float x1, float y1, float z1);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLineLoop(const BVector*, int)">drawLineLoop</a>(const BVector* points, int size) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLineLoop(const BVectorArray&)">drawLineLoop</a>(const BVectorArray& points) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLineStrip(const BVector*, int)">drawLineStrip</a>(const BVector* points, int size) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLineStrip(const BVectorArray&)">drawLineStrip</a>(const BVectorArray& points) const;</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLines(const BLine*, int)">drawLines</a>(const BLine* lines, int count);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLines(const BVector*, int)">drawLines</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawLines(const BVectorArray&)">drawLines</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangle(const BTriangle&)">drawTriangle</a>(const BTriangle& triangle);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangle(const BVector&, const BVector&, const BVector&)">drawTriangle</a>(const BVector& a, const BVector& b, const BVector& c);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillTriangle(const BTriangle&)">fillTriangle</a>(const BTriangle& triangle);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillTriangle(const BVector&, const BVector&, const BVector&)">fillTriangle</a>(const BVector& a, const BVector& b, const BVector& c);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangles(const BTriangle*, int)">drawTriangles</a>(const BTriangle* triangles, int count);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangles(const BVector*, int)">drawTriangles</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangles(const BVectorArray&)">drawTriangles</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangleFan(const BVector*, int)">drawTriangleFan</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawTriangleFan(const BVectorArray&)">drawTriangleFan</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawQuad(const BQuad&)">drawQuad</a>(const BQuad& quad);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawQuad(const BVector&, const BVector&, const BVector&, const BVector&)">drawQuad</a>(const BVector& a, const BVector& b, const BVector& c, const BVector& d);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawQuads(const BQuad*, int)">drawQuads</a>(const BQuad* quads, int count);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawQuads(const BVector*, int)">drawQuads</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawQuads(const BVectorArray&)">drawQuads</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillQuad(const BQuad&)">fillQuad</a>(const BQuad& quad);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillQuad(const BVector&, const BVector&, const BVector&, const BVector&)">fillQuad</a>(const BVector& a, const BVector& b, const BVector& c, const BVector& d);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillQuads(const BQuad*, int)">fillQuads</a>(const BQuad* quads, int count);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillQuads(const BVector*, int)">fillQuads</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillQuads(const BVectorArray&)">fillQuads</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPolygon(const BPolygon&)">drawPolygon</a>(const BPolygon& polygon);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPolygon(const BVector*, int)">drawPolygon</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPolygon(const BVectorArray&)">drawPolygon</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawPolygon(const BVectorArray*, const BIndexArray*)">drawPolygon</a>(const BVectorArray* vertices, const BIndexArray* indices);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillPolygon(const BPolygon&)">fillPolygon</a>(const BPolygon& polygon);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillPolygon(const BVector*, int)">fillPolygon</a>(const BVector* points, int size);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillPolygon(const BVectorArray&)">fillPolygon</a>(const BVectorArray& vertices);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillPolygon(const BVectorArray*, const BIndexArray*)">fillPolygon</a>(const BVectorArray* vertices, const BIndexArray* indices);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawSpace(const BSpace&)">drawSpace</a>(const BSpace& space);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillSpace(const BSpace&)">fillSpace</a>(const BSpace& space);</td></tr>
			<tr><td align="right">void </td><td><a href="#drawBox(const BBox&)">drawBox</a>(const BBox& box);</td></tr>
			<tr><td align="right">void </td><td><a href="#fillBox(const BBox&)">fillBox</a>(const BBox& box);</td></tr>
		</table>
		<h2>protected</h2>
		<table id="protected"/>
		<div id="desc">
			<h2>Detailed Description : </h2>
		</div>
		<h2 id="docs">Member Function Documentation</h2>
		<div id="BRender(BCamera*)">
			<h3>BRender(BCamera* camera);</h3>
		</div>
		<div id="~BRender()">
			<h3>~BRender();</h3>
		</div>
		<div id="camera()">
			<h3>const BCamera* camera() const;</h3>
		</div>
		<div id="node()">
			<h3>const BNode* node() const;</h3>
		</div>
		<div id="shape()">
			<h3>const BShape* shape() const;</h3>
		</div>
		<div id="setMatrix(const BMatrix&)">
			<h3>void setMatrix(const BMatrix& matrix);</h3>
		</div>
		<div id="setColor(const BColor&)">
			<h3>void setColor(const BColor& color);</h3>
		</div>
		<div id="setColor(BByte, BByte, BByte,BByte)">
			<h3>void setColor(BByte r, BByte g, BByte b, BByte a = 255);</h3>
		</div>
		<div id="setLighting(bool)">
			<h3>void setLighting(bool lighting);</h3>
		</div>
		<div id="lighting()">
			<h3>bool lighting() const;</h3>
		</div>
		<div id="setDepthTest(bool)">
			<h3>void setDepthTest(bool depthTest);</h3>
		</div>
		<div id="depthTest()">
			<h3>bool depthTest() const;</h3>
		</div>
		<div id="setCullBack(bool)">
			<h3>void setCullBack(bool cullBack);</h3>
		</div>
		<div id="cullBack()">
			<h3>bool cullBack() const;</h3>
		</div>
		<div id="setNormalize(bool)">
			<h3>void setNormalize(bool normalize);</h3>
		</div>
		<div id="normalize()">
			<h3>bool normalize() const;</h3>
		</div>
		<div id="setPointSmooth(bool)">
			<h3>void setPointSmooth(bool pointSmooth);</h3>
		</div>
		<div id="pointSmooth()">
			<h3>bool pointSmooth() const;</h3>
		</div>
		<div id="setPointSize(int)">
			<h3>void setPointSize(int pointSize);</h3>
		</div>
		<div id="pointSize()">
			<h3>int pointSize() const;</h3>
		</div>
		<div id="setLineSmooth(bool)">
			<h3>void setLineSmooth(bool lineSmooth);</h3>
		</div>
		<div id="lineSmooth()">
			<h3>bool lineSmooth() const;</h3>
		</div>
		<div id="setLineWidth(int)">
			<h3>void setLineWidth(int lineWidth);</h3>
		</div>
		<div id="lineWidth()">
			<h3>int lineWidth() const;</h3>
		</div>
		<div id="setPolygonMode(PolygonMode)">
			<h3>void setPolygonMode(PolygonMode polygonMode);</h3>
		</div>
		<div id="polygonMode()">
			<h3>PolygonMode polygonMode() const;</h3>
		</div>
		<div id="setPolygonSmooth(bool)">
			<h3>void setPolygonSmooth(bool polygonSmooth);</h3>
		</div>
		<div id="polygonSmooth()">
			<h3>bool polygonSmooth() const;</h3>
		</div>
		<div id="setPolygonOffset(char)">
			<h3>void setPolygonOffset(char offset);</h3>
		</div>
		<div id="polygonOffset()">
			<h3>char polygonOffset() const;</h3>
		</div>
		<div id="setMaterial(const BMaterial*)">
			<h3>void setMaterial(const BMaterial* material);</h3>
		</div>
		<div id="setProgram(const BProgram*)">
			<h3>void setProgram(const BProgram* program);</h3>
		</div>
		<div id="setTexture(const BTexture*)">
			<h3>void setTexture(const BTexture* texture);</h3>
		</div>
		<div id="setTexture(const BTexture*, int)">
			<h3>void setTexture(const BTexture* texture, int unit);</h3>
		</div>
		<div id="drawPoint(const BVector&)">
			<h3>void drawPoint(const BVector& point);</h3>
		</div>
		<div id="drawPoint(float, float, float)">
			<h3>void drawPoint(float x, float y, float z);</h3>
		</div>
		<div id="drawPoints(const BVector*, int)">
			<h3>void drawPoints(const BVector* points, int count);</h3>
		</div>
		<div id="drawPoints(const BVectorArray&)">
			<h3>void drawPoints(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawLine(const BLine&)">
			<h3>void drawLine(const BLine& line);</h3>
		</div>
		<div id="drawLine(const BVector&, const BVector&)">
			<h3>void drawLine(const BVector& start, const BVector& end);</h3>
		</div>
		<div id="drawLine(float, float, float, float, float, float)">
			<h3>void drawLine(float x0, float y0, float z0, float x1, float y1, float z1);</h3>
		</div>
		<div id="drawLineLoop(const BVector*, int)">
			<h3>void drawLineLoop(const BVector* points, int size) const;</h3>
		</div>
		<div id="drawLineLoop(const BVectorArray&)">
			<h3>void drawLineLoop(const BVectorArray& points) const;</h3>
		</div>
		<div id="drawLineStrip(const BVector*, int)">
			<h3>void drawLineStrip(const BVector* points, int size) const;</h3>
		</div>
		<div id="drawLineStrip(const BVectorArray&)">
			<h3>void drawLineStrip(const BVectorArray& points) const;</h3>
		</div>
		<div id="drawLines(const BLine*, int)">
			<h3>void drawLines(const BLine* lines, int count);</h3>
		</div>
		<div id="drawLines(const BVector*, int)">
			<h3>void drawLines(const BVector* points, int size);</h3>
		</div>
		<div id="drawLines(const BVectorArray&)">
			<h3>void drawLines(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawTriangle(const BTriangle&)">
			<h3>void drawTriangle(const BTriangle& triangle);</h3>
		</div>
		<div id="drawTriangle(const BVector&, const BVector&, const BVector&)">
			<h3>void drawTriangle(const BVector& a, const BVector& b, const BVector& c);</h3>
		</div>
		<div id="fillTriangle(const BTriangle&)">
			<h3>void fillTriangle(const BTriangle& triangle);</h3>
		</div>
		<div id="fillTriangle(const BVector&, const BVector&, const BVector&)">
			<h3>void fillTriangle(const BVector& a, const BVector& b, const BVector& c);</h3>
		</div>
		<div id="drawTriangles(const BTriangle*, int)">
			<h3>void drawTriangles(const BTriangle* triangles, int count);</h3>
		</div>
		<div id="drawTriangles(const BVector*, int)">
			<h3>void drawTriangles(const BVector* points, int size);</h3>
		</div>
		<div id="drawTriangles(const BVectorArray&)">
			<h3>void drawTriangles(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawTriangleFan(const BVector*, int)">
			<h3>void drawTriangleFan(const BVector* points, int size);</h3>
		</div>
		<div id="drawTriangleFan(const BVectorArray&)">
			<h3>void drawTriangleFan(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawQuad(const BQuad&)">
			<h3>void drawQuad(const BQuad& quad);</h3>
		</div>
		<div id="drawQuad(const BVector&, const BVector&, const BVector&, const BVector&)">
			<h3>void drawQuad(const BVector& a, const BVector& b, const BVector& c, const BVector& d);</h3>
		</div>
		<div id="drawQuads(const BQuad*, int)">
			<h3>void drawQuads(const BQuad* quads, int count);</h3>
		</div>
		<div id="drawQuads(const BVector*, int)">
			<h3>void drawQuads(const BVector* points, int size);</h3>
		</div>
		<div id="drawQuads(const BVectorArray&)">
			<h3>void drawQuads(const BVectorArray& vertices);</h3>
		</div>
		<div id="fillQuad(const BQuad&)">
			<h3>void fillQuad(const BQuad& quad);</h3>
		</div>
		<div id="fillQuad(const BVector&, const BVector&, const BVector&, const BVector&)">
			<h3>void fillQuad(const BVector& a, const BVector& b, const BVector& c, const BVector& d);</h3>
		</div>
		<div id="fillQuads(const BQuad*, int)">
			<h3>void fillQuads(const BQuad* quads, int count);</h3>
		</div>
		<div id="fillQuads(const BVector*, int)">
			<h3>void fillQuads(const BVector* points, int size);</h3>
		</div>
		<div id="fillQuads(const BVectorArray&)">
			<h3>void fillQuads(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawPolygon(const BPolygon&)">
			<h3>void drawPolygon(const BPolygon& polygon);</h3>
		</div>
		<div id="drawPolygon(const BVector*, int)">
			<h3>void drawPolygon(const BVector* points, int size);</h3>
		</div>
		<div id="drawPolygon(const BVectorArray&)">
			<h3>void drawPolygon(const BVectorArray& vertices);</h3>
		</div>
		<div id="drawPolygon(const BVectorArray*, const BIndexArray*)">
			<h3>void drawPolygon(const BVectorArray* vertices, const BIndexArray* indices);</h3>
		</div>
		<div id="fillPolygon(const BPolygon&)">
			<h3>void fillPolygon(const BPolygon& polygon);</h3>
		</div>
		<div id="fillPolygon(const BVector*, int)">
			<h3>void fillPolygon(const BVector* points, int size);</h3>
		</div>
		<div id="fillPolygon(const BVectorArray&)">
			<h3>void fillPolygon(const BVectorArray& vertices);</h3>
		</div>
		<div id="fillPolygon(const BVectorArray*, const BIndexArray*)">
			<h3>void fillPolygon(const BVectorArray* vertices, const BIndexArray* indices);</h3>
		</div>
		<div id="drawSpace(const BSpace&)">
			<h3>void drawSpace(const BSpace& space);</h3>
		</div>
		<div id="fillSpace(const BSpace&)">
			<h3>void fillSpace(const BSpace& space);</h3>
		</div>
		<div id="drawBox(const BBox&)">
			<h3>void drawBox(const BBox& box);</h3>
		</div>
		<div id="fillBox(const BBox&)">
			<h3>void fillBox(const BBox& box);</h3>
		</div>
	</body>
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